Blizzard, can you tone down the hero quest powers already?

Anraphet’s Core, Untapped Potential, etc. Outside of the Hunter one, they’re ridiculously easy and fast to complete, and they’re essentially an autowin.

3 Likes

Anraphet’s core is actual hot garbage though, and funny enough the Hunter version, out of all of them, is the most competitively viable at the bottom of Tier 1. Aside from that, only one other Quest (Druid) is even remotely viable, being in the middle of Tier 2. TBH there isn’t much reason to tone down Quest cards when most of them can’t even compete with non-Quest decks.

Source on the meta:

https://www.vicioussyndicate.com/vs-data-reaper-report-158/

Source on Hack the System (the Quest that gives Anraphet’s Core):

https://hsreplay.net/cards/#text=hack

(the card sees play in .1% of decks and has a played winrate of 39%. Not the sort of thing you go about nerfing).

10 Likes

The fact I can’t remember which one is Anraphet’s core shows how bad it is

17 Likes

The Warrior one that sees zero real play.

13 Likes

thanks to the champ who cleared that anpharet core was warrior quest

yeah that thing isn’t even good

4 Likes

Yeah, so easy everybody stays away from them because they think it’s so unfair. It’s why they’re all very rarely played and have bad winrates

Got Bazaar Burglary from a pack a while ago. Barely able to win games with numerous versions of that deck. Played quest priest and decided that non quest rez priest is infinitely better. Other than druid they kinda stink.

1 Like

Quests are a failure because they generally don’t provide enough of a comeback mechanic to justify the early game tempo loss.

The quest support cards they added are generally short-sighted because they are way more effective for certain quests than others.

Hunter quest is the best performing only because Hunter is blessed with good cards and cards that pack multiple minions into a single card.

Druid quest is good because it has practically non-existent activation requirements and huge payoffs by essentially getting double value from most cards in the deck.

Shaman quest was good because nearly all quest support cards were also battlecry cards and because of lackeys and easy activation, but even it performed worse than simply playing galakrond.

1 Like

Personally, I am hoping that we get a card designed to “eat” quests, similar to how there are so many cards to remove secrets.

Timewarp in wild is just such BS… The fact that you can deal 50+ damage straight from hand by turn 8 is ludicrous.

I see Anraphet’s core perhaps 1 in 4 or 1 in 5 games vs. warrior in standard on ladder. To say it sees ‘zero play’ is just wrong.

That’s amazing! You truly are the unicorn spotter.

The play rate is 0.1% of decks, according to HSR.

What else are you facing? Lucentbark Druid? Silence Priest?

3 Likes

The Shaman Quest is potent paired with Galkrond dependent on the match-up. I’ve lost to that god dang 8/8 x 4 battle cry. And I can almost hear my opponent laughing when they play it.

I took 30 damage by turn 4 from a Pirate Warrior recently.

Quest Mage can’t normally deal 50+ damage from hand turn 8. That would require all 4 Giants, and 8 Spells with 5 cards leftover from the Quest completion using one Flamewaker.

Quest Mage probably needs a nerf. But not because of some BS scenario that never happens.

1 Like

I will die on the hill that Hack the System is a genuinely great quest in Galakrond Warrior.

I’m impressed. From 15-5 over the last 3 months I’ve seen that deck a grand total of zero times. I honestly don’t know the last time I even saw it while piddling around in Casual.

3 Likes

Lol, what rank are you playing at that people are unironically playing Anraphet’s core to any capacity, let alone 1 in 4-5 Warriors?

Likewise, to assert your personal anecdotes as more true than millions of games’ worth of aggregate data is “just wrong”, except it actually is “just wrong”.

Hard disagree. Secrets are often numerous in a deck to the point where one “eater” effect won’t kill it (it might be damaging but won’t completely shut down the deck). Quests are, individually, significantly more important to their respective deck’s gameplan and shouldn’t be completely nullified by a single card. Maybe something like a 2/2/3 that sets back Quest completion by a couple ticks?

2 Likes

3 2/4 Battlecry: Subtract 1 from your opponent’s quest counter.
It’s a tech that you have to consider putting in 3 2/4 is not a good statline otherwise

Not sure about that one given the ease with which a lot of Quests tick up. Sacrificing stats like this as well an entire deck slot is terrible even in Quest matchups when all your opponent needs to do is draw an extra card, play another minion, drop a Taunt, etc. With stats like those, the tech card would need to at least drop the counter by two.

Dropping it by two though is too big a penalty - at least for Quest Druid.
The innate issue here is that dropping a quest down 2 ticks means significantly different things for different quests
Dropping it by 2 destroys Quest Druid, but does almost nothing for quest hunter and warlock

I agree Druid is a bit broken because it’s so easy to complete + you don’t have to spend mana on hero powering.
I disagree with Anraphet’s Core, there is a reason why it doesn’t see much play.

biggest problem in Wild is the mage quest Open the Waygate
it’s far too easy to active it with cheap twins spells and other that’s wasn’t availble to start when the card was made.

I wish devs would fix it, maybe instead of 6 spells maybe put it to 8? or have minions can destroy or delay it because there is Not a lot you can do about it.